Classes
There are four archetypes, i.e. classes, to choose from for your character. These are warrior, priest, witch, and pariah.
The warrior and the witch are the representatives of the wilderness, of the old ways, of freedom, and of the darker side of the shadow, whereas the priest and the pariah are the representatives of civilization, of enclosed spaces, of light and of order.
Each class starts the game with certain advantages over the others.
Class | Ability | Edge |
---|---|---|
Warrior | STR | starts with 1d6 additional HP. |
Priest | INT | starts with access to n daybound spells, n being equal to its INT. |
Witch | INT | starts with access to n nightbound spells, n being equal to its INT. |
Pariah | DEX | starts with 1d6 additional silver coins. |
Skills
Each class has a specific set of skills, which only they have access to.
Warrior | Priest | Witch | Pariah |
---|---|---|---|
Double Attack | Arcanum | Herbalism | Backstab |
Leader | Bless | Enchant | Climb |
Monster Hunter | Reveal | Reveal | Detect |
Rage | Spellbind | Spellbind | Disarm |
Shield Block | Spellcast (daybound) | Spellcast (nightbound) | Hide |
Specialist | Lockpick | ||
Sneak | |||
Read Languages |
Careers
Careers are the paths that your character may trace, depending on the acts he performs. Each class has multiple career paths. Below you will find a list of starter kits for each class.
Starting Careers
Class | 1 | 2 | 3 |
---|---|---|---|
Warrior | Hunter | Militia | Woodsman |
Priest | Pilgrim | Student | Acolyte |
Witch | Apprentice | Graverobber | Hermit |
Pariah | Conman | Exile | Vagabond |
Advancing Careers
To advance a character's career, the character must provide all the prerequisites for the advancement as described in the definition of that particular career step.
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